HHH intentionally tele-stucks specifically Soldiers and Scouts.
There are three key reasons why he should not.
It's Unnecessary
HHH has more than enough tools in his kit to catch up to fleeing scouts and soldiers.
The teleport is already an excellent gap closer. Adding speed boost on teleport, faster movement with less health, and Eyelander range make HHH one of the best Hales to chase with.
Most importantly, his wall climb, because it has no cooldown, offers quick and instantaneous movement in situations other hales would find difficult.
Other bosses can already have trouble chasing those fleeing scouts and soldiers. HHH does not need help any more than they do.
Above all else, the fail safes, rage and point capping, are always available.
It's Unfair
Teleport is always there.
Through no fault of their own, any Scout and Soldier may, discriminately, suddenly and unpreventably die. Beginning, middle, or end, it matters not.
Tele-stucks are described as needed for HHH to reach these classes at round end. Why then, can it cut off their lives so prematurely?
It's Unreliable
Thought it is meant to guarantee their deaths, it does still fail. The circumstance is often unpredictable and not effectively reproducible. No soldier or scout can rely on it to save their skins.
Ironically, it is when these classes are the last alive that it happens the most. Due to the increased knockback of last man mini-crits and crits, they have a much higher chance of surviving a telestuck.
If tele-stucks are meant to help HHH catch the two, why is it most ineffective at the time it would be most useful? (Side note: Occasionally doesn't work regardless of knockback).
If it is not to be removed, I suggest a rework: At the start of every HHH round, there is a 50% chance for each Soldier and Scout player to instantly die.
There are three key reasons why he should not.
It's Unnecessary
HHH has more than enough tools in his kit to catch up to fleeing scouts and soldiers.
The teleport is already an excellent gap closer. Adding speed boost on teleport, faster movement with less health, and Eyelander range make HHH one of the best Hales to chase with.
Most importantly, his wall climb, because it has no cooldown, offers quick and instantaneous movement in situations other hales would find difficult.
Other bosses can already have trouble chasing those fleeing scouts and soldiers. HHH does not need help any more than they do.
Above all else, the fail safes, rage and point capping, are always available.
It's Unfair
Teleport is always there.
Through no fault of their own, any Scout and Soldier may, discriminately, suddenly and unpreventably die. Beginning, middle, or end, it matters not.
Tele-stucks are described as needed for HHH to reach these classes at round end. Why then, can it cut off their lives so prematurely?
It's Unreliable
Thought it is meant to guarantee their deaths, it does still fail. The circumstance is often unpredictable and not effectively reproducible. No soldier or scout can rely on it to save their skins.
Ironically, it is when these classes are the last alive that it happens the most. Due to the increased knockback of last man mini-crits and crits, they have a much higher chance of surviving a telestuck.
If tele-stucks are meant to help HHH catch the two, why is it most ineffective at the time it would be most useful? (Side note: Occasionally doesn't work regardless of knockback).
If it is not to be removed, I suggest a rework: At the start of every HHH round, there is a 50% chance for each Soldier and Scout player to instantly die.